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No Arms http://45.55.195.193/viewtopic.php?f=1&t=45375 |
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Author: | Galahir950 [ Tue Jul 30, 2013 7:17 am ] |
Post subject: | No Arms |
Somehow My two Mechs lost their arms and I cant get them back. I would just backtrack, but I had the unfortunate luck of accidentally bumping the Exit button in my notepad when I was trying to load Cortex Command. Beware, there is a code wall ahead. Code: //Ronin Soldier AddActor = Arm PresetName = Ronin Soldier Arm FG A Mass = 7 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\ArmFGA.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 ParentOffset = Vector X = -1 Y = -4 JointStrength = 140 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -3.5 Y = -1 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = RDI.rte\Actors\Mech\HandFGA.bmp MaxLength = 14 IdleOffset = Vector X = 5 Y = 8 MoveSpeed = 0.2 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 0 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibSound = Sound CopyOf = Metal Body Blunt Hit AddActor = Arm CopyOf = Ronin Soldier Arm FG A PresetName = Ronin Soldier Arm FG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\ArmFGA.bmp Hand = ContentFile FilePath = RDI.rte\Actors\Mech\HandFGA.bmp // FilePath = RDI.rte\Actors\Mech\HandFGA.bmp AddActor = Attachable PresetName = Ronin Soldier Foot FG A Mass = 4 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\FootFGA.bmp FrameCount = 4 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 110 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -0 Y = -1 DrawAfterParent = 0 AddActor = Attachable CopyOf = Ronin Soldier Foot FG A PresetName = Ronin Soldier Foot FG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\FootFGA.bmp FrameCount = 4 AddActor = Leg PresetName = Ronin Soldier Leg FG A Mass = 12 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\LegFGA.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 185 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -5 Y = 2 DrawAfterParent = 0 Foot = Attachable CopyOf = Ronin Soldier Foot BG A ParentOffset = Vector X = -4 Y = -10 ExtendedOffset = Vector X = 15 Y = 0 ContractedOffset = Vector X = 7.5 Y = 0 IdleOffset = Vector X = 1 Y = 3 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 0 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 20 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibImpulseLimit = 115 GibWoundLimit = 10 GibSound = Sound CopyOf = Metal Body Blunt Hit AddActor = Leg CopyOf = Ronin Soldier Leg FG A PresetName = Ronin Soldier Leg FG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\LegFGA.bmp FrameCount = 5 Foot = Attachable CopyOf = Ronin Soldier Foot FG A ParentOffset = Vector X = -11 Y = -10 AddActor = Arm PresetName = Ronin Soldier Arm BG A Mass = 7 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\ArmBGA.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 ParentOffset = Vector X = -1 Y = -4 JointStrength = 140 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -3.5 Y = -1 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = RDI.rte\Actors\Mech\HandBGA.bmp MaxLength = 14 IdleOffset = Vector X = 5 Y = 8 MoveSpeed = 0.2 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 0 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibSound = Sound CopyOf = Metal Body Blunt Hit AddActor = Arm CopyOf = Ronin Soldier Arm BG A PresetName = Ronin Soldier Arm BG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\ArmBGA.bmp Hand = ContentFile FilePath = RDI.rte\Actors\Mech\HandBGA.bmp // FilePath = RDI.rte\Actors\Mech\HandBGA.bmp AddActor = Attachable PresetName = Ronin Soldier Foot BG A Mass = 4 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\FootBGA.bmp FrameCount = 4 SpriteOffset = Vector X = -6 Y = -3 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 110 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -0 Y = -1 DrawAfterParent = 0 AddActor = Attachable CopyOf = Ronin Soldier Foot BG A PresetName = Ronin Soldier Foot BG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\FootBGA.bmp FrameCount = 4 AddActor = Leg PresetName = Ronin Soldier Leg BG A Mass = 12 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\LegBGA.bmp FrameCount = 5 SpriteOffset = Vector X = -6 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 185 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -5 Y = 2 DrawAfterParent = 0 Foot = Attachable CopyOf = Ronin Soldier Foot BG A ParentOffset = Vector X = -4 Y = -10 ExtendedOffset = Vector X = 15 Y = 0 ContractedOffset = Vector X = 7.5 Y = 0 IdleOffset = Vector X = 1 Y = 3 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 0 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 20 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibImpulseLimit = 115 GibWoundLimit = 10 GibSound = Sound CopyOf = Metal Body Blunt Hit AddActor = Leg CopyOf = Ronin Soldier Leg BG A PresetName = Ronin Soldier Leg BG A SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\LegBGA.bmp FrameCount = 5 Foot = Attachable CopyOf = Ronin Soldier Foot BG A ParentOffset = Vector X = -11 Y = -10 //RONIN HEAD TEMPLATE AddEffect = Attachable PresetName = Ronin Head // AddToGroup = Ronin Parts Mass = 36 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\HeadC.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 /* AddAttachable = Attachable //HELMET, imo looks cooler with it. CopyOf = Ronin Soldier Helmet A ParentOffset = Vector X = 0 Y = -4 */ JointStrength = 120 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 5 GibImpulseLimit = 2000 GibWoundLimit = 200 GibSound = Sound CopyOf = Metal Body Blunt Hit AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 //Ronin Soldier AddActor = AHuman PresetName = RDI Mk.I Mechanized Infantry AddToGroup = Actors AddToGroup = Raptor Defense Industries Description = Buyable = 0 Mass = 75 Buyable = 0 GoldValue = 100 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\TorsoA.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -12 AngularVel = 0 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 6 Depth = 3 DeepCheck = 0 BodyHitSound = Sound CopyOf = Metal Body Blunt Hit PainSound = Sound CopyOf = Robot Pain DeathSound = Sound CopyOf = Robot Death DeviceSwitchSound = Sound CopyOf = Device Switch Status = 0 Health = 100 ImpulseDamageThreshold = 6000 AimAngle = 0 AimDistance = 30 Perceptiveness = 0.9 CharHeight = 100 HolsterOffset = Vector X = -6 Y = -4 Head = Attachable CopyOf = Ronin Head ParentOffset = Vector X = 0 Y = -8 Jetpack = AEmitter CopyOf = Jetpack Heavy ParentOffset = Vector X = -6 Y = 3 DrawAfterParent = 0 JumpTime = 4 // Secs BGArm = Arm CopyOf = Ronin Soldier Arm FG A ParentOffset = Vector X = -1 Y = 0 BGArm = Arm CopyOf = Ronin Soldier Arm BG A ParentOffset = Vector X = 7 Y = 0 FGLeg = Leg CopyOf = Ronin Soldier Leg FG A ParentOffset = Vector X = 1 Y = 30 BGLeg = Leg CopyOf = Ronin Soldier Leg BG A ParentOffset = Vector X = 10 Y = 30 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = Foot BGFootGroup = AtomGroup CopyOf = Foot // StrideSound = Sound // CopyOf = Robot Stride StandLimbPath = LimbPath PresetName = Ronin Soldier Stand Path StartOffset = Vector X = -2 Y = 17 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 StandLimbPathBG = LimbPath CopyOf = Ronin Soldier Stand Path StartOffset = Vector X = 8 Y = 17 WalkLimbPath = LimbPath PresetName = Ronin Soldier Walk Path StartOffset = Vector X = 10 Y = -2 StartSegCount = 3 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = -6 Y = 4 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 1 AddSegment = Vector X = -3 Y = 1 AddSegment = Vector X = 0 Y = -2 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 8000 CrouchLimbPath = LimbPath PresetName = Ronin Soldier Crouch Path StartOffset = Vector X = 10 Y = 3 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 CrawlLimbPath = LimbPath PresetName = Ronin Soldier Crawl Path StartOffset = Vector X = -12 Y = -8 StartSegCount = 2 AddSegment = Vector X = 12 Y = 0 AddSegment = Vector X = 8 Y = 2 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.8 FastTravelSpeed = 4.5 PushForce = 8000 ArmCrawlLimbPath = LimbPath PresetName = Ronin Soldier Arm Crawl Path StartOffset = Vector X = -8 Y = -5 StartSegCount = 2 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 4 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 6000 ClimbLimbPath = LimbPath PresetName = Ronin Soldier Climb Path StartOffset = Vector X = -8 Y = -10 StartSegCount = 6 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 8 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 14 AddSegment = Vector X = -5 Y = 5 AddSegment = Vector X = -3 Y = 0 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 8000 JumpLimbPath = LimbPath PresetName = Ronin Soldier Jump Path StartOffset = Vector X = 0 Y = 8 StartSegCount = 3 AddSegment = Vector X = 0 Y = -10 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = -8 Y = 14 SlowTravelSpeed = 3 NormalTravelSpeed = 6 FastTravelSpeed = 7 PushForce = 5000 DislodgeLimbPath = LimbPath PresetName = Ronin Soldier Dislodge Path StartOffset = Vector X = 2 Y = -10 StartSegCount = 0 AddSegment = Vector X = 0 Y = 6 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 10000 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 55 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 55 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 75 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 20 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small E Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big G Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Glow Explosion Huge Count = 3 Spread = 2.25 MaxVelocity = 0.1 MinVelocity = 0 InheritsVel = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 Count = 15 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Gray InstanceName = Rocket Launcher Fragment Gray LifeTime = 80 Count = 35 Spread = 3.1 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Yellow InstanceName = Rocket Launcher Fragment Yellow LifeTime = 60 Count = 25 Spread = 3.1 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Air Blast Count = 50 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOSRotating CopyOf = Flame Ball 1 Count = 20 Spread = 3.1 MaxVelocity = 6 MinVelocity = 4 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 1 Count = 50 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Count = 40 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Glow Count = 10 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = AEmitter CopyOf = Explosion Trail 1 Count = 10 Spread = 3.1 MaxVelocity = 40 MinVelocity = 20 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Flame Smoke 1 Count = 20 Spread = 3.1 MaxVelocity = 10 MinVelocity = 3 LifeVariation = 0.50 ///////////// // Magazines AddAmmo = Magazine PresetName = Magazine Assault Rifle Mass = 2 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte\Null.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -4 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -3 ParentOffset = Vector X = 0 Y = 2 DrawAfterParent = 0 RoundCount = 200 RTTRatio = 4 RegularRound = Round CopyOf = Round 7.62x39 TracerRound = Round CopyOf = Round 7.62x39 Tracer AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 2 AddAmmo = Magazine CopyOf = Magazine Assault Rifle PresetName = Magazine Compact Rifle RegularRound = Round CopyOf = Round SMG TracerRound = Round CopyOf = Round SMG Tracer ParentOffset = Vector X = 4 Y = 0 ////////// // Devices AddDevice = HDFirearm PresetName = RDI Mech Assault MG Description = The Main Assault Rife used by the RDI Mechs. AddToGroup = Weapons AddToGroup = Raptor Defense Industries Mass = 5 Buyable = 0 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Actors/Mech/RifleAutoA.bmp FrameCount = 2 SpriteOffset = Vector X = -13 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 50 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -4 Y = 4 DrawAfterParent = 0 StanceOffset = Vector X = 3 Y = 8 SharpStanceOffset = Vector X = 7 Y = -1 SupportOffset = Vector X = 3 Y = 4 SharpLength = 200 Magazine = Magazine CopyOf = Magazine Assault Rifle Flash = Attachable CopyOf = Muzzle Flash SMG FireSound = Sound AddSample = ContentFile FilePath = RDI.rte/Devices/Rifles/M16Fire.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 800 ReloadTime = 2500 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 14 SharpShakeRange = 4 NoSupportFactor = 2.5 ParticleSpreadRange = 1 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 15 Y = -1 EjectionOffset = Vector X = -1 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib H Offset = Vector X = 0 Y = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib I Offset = Vector X = -3 Y = -3 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib A Offset = Vector X = -7 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib I Offset = Vector X = -4.5 Y = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 30 /////////////////////////////////////////////////////////////////////////////// // Rounds AddAmmo = AEmitter PresetName = Particle Rocket Launcher LifeTime = 2000 Mass = 4 GlobalAccScalar = 0.3 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = RDI.rte/Devices/RPGs/RocketA.bmp FrameCount = 1 OrientToVel = 0.6 SpriteOffset = Vector X = -4 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 EmissionAngle = Matrix AngleDegrees = 180 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowBig.bmp EffectStartTime = 0 EffectStopTime = 55 EffectStartStrength = 1.0 EffectStopStrength = 0 EffectAlwaysShows = 1 BurstTriggered = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Air Blast ParticlesPerMinute = 5000 StopTimeMS = 500 BurstSize = 1 Spread = 0.5 MaxVelocity = 1 MinVelocity = 1 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Flame Smoke 1 InstanceName = Rocket Launcher Smoke 1 LifeTime = 200 ParticlesPerMinute = 10000 StartTimeMS = 100 StopTimeMS = 500 BurstSize = 1 Spread = 3.1 MaxVelocity = 1 MinVelocity = 0 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Small Smoke Ball 1 InstanceName = Rocket Launcher Smoke 2 LifeTime = 1000 GlobalAccScalar = -0.1 LifeVariation = 0.50 ParticlesPerMinute = 10000 StartTimeMS = 100 StopTimeMS = 1000 BurstSize = 1 Spread = 3.1 MaxVelocity = 1 MinVelocity = 0 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Tiny Smoke Ball 1 InstanceName = Rocket Launcher Smoke 2b LifeTime = 1000 GlobalAccScalar = -0.1 LifeVariation = 0.50 ParticlesPerMinute = 10000 StartTimeMS = 1000 BurstSize = 1 Spread = 3.1 MaxVelocity = 1 MinVelocity = 0 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Small Smoke Ball 1 InstanceName = Rocket Launcher Smoke 3 LifeTime = 1000 GlobalAccScalar = -0.1 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowSmall.bmp EffectStartTime = 0 EffectStopTime = 500 EffectStartStrength = 0.4 EffectStopStrength = 0.0 ParticlesPerMinute = 3000 StartTimeMS = 100 StopTimeMS = 500 BurstSize = 1 Spread = 3.1 MaxVelocity = 1 MinVelocity = 0 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Explosion Smoke 2 InstanceName = Rocket Launcher Smoke 4 LifeTime = 200 LifeVariation = 0.50 ParticlesPerMinute = 10000 StopTimeMS = 70 BurstSize = 1 Spread = 1.0 MaxVelocity = -5 MinVelocity = -1 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Small Smoke Ball 1 ParticlesPerMinute = 10000 LifeVariation = 0.50 StopTimeMS = 100 BurstSize = 2 Spread = 1 MaxVelocity = -6 MinVelocity = -2 PushesEmitter = 0 // EmissionSound = Sound // AddSample = ContentFile // FilePath = Base.rte/Effects/Pyro/Jet.wav // LoopSetting = -1 // Means loop infinitely until stopped // BurstSound = Sound // AddSample = ContentFile // FilePath = Base.rte/Effects/Pyro/JetStart.wav // EndSound = Sound // AddSample = ContentFile // FilePath = Base.rte/Effects/Pyro/JetEnd.wav EmissionEnabled = 1 EmissionsIgnoreThis = 0 // ParticlesPerMinute = 6500 BurstSize = 1 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 500 EmissionDamage = 0 Flash = Attachable CopyOf = Muzzle Flash Shotgun FlashOnlyOnBurst = 0 GibSound = Sound AddSample = ContentFile Path = Base.rte/Sounds/Explode2.wav GibImpulseLimit = 20 AddGib = Gib GibParticle = MOPixel CopyOf = Glow Explosion Huge Count = 1 Spread = 2.25 MaxVelocity = 0.1 MinVelocity = 0 InheritsVel = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 Count = 10 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Gray InstanceName = Rocket Launcher Fragment Gray LifeTime = 15 Count = 15 Spread = 3.1 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Yellow InstanceName = Rocket Launcher Fragment Yellow LifeTime = 10 Count = 10 Spread = 3.1 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Air Blast Count = 40 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOSRotating CopyOf = Flame Ball 1 Count = 10 Spread = 3.1 MaxVelocity = 6 MinVelocity = 4 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 1 Count = 30 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Count = 25 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Glow Count = 5 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = AEmitter CopyOf = Explosion Trail 1 Count = 5 Spread = 3.1 MaxVelocity = 40 MinVelocity = 20 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Flame Smoke 1 Count = 10 Spread = 3.1 MaxVelocity = 10 MinVelocity = 3 LifeVariation = 0.50 AddAmmo = AEmitter PresetName = Shell Rocket Launcher LifeTime = 2000 Mass = 2 GlobalAccScalar = 0.2 AirResistance = 0.0 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = RDI.rte/Devices/RPGs/RocketA.bmp FrameCount = 1 OrientToVel = 0.6 SpriteOffset = Vector X = -4 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 EmissionAngle = Matrix AngleDegrees = 180 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowBig.bmp EffectStartTime = 0 EffectStopTime = 55 EffectStartStrength = 1.0 EffectStopStrength = 0 EffectAlwaysShows = 1 BurstTriggered = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Air Blast InstanceName = Shell Rocket Launcher Trigger HitsMOs = 0 LifeTime = 10 ParticlesPerMinute = 5000 BurstSize = 1 Spread = 0.5 MaxVelocity = 10 MinVelocity = 10 PushesEmitter = 1 // EmissionSound = Sound // AddSample = ContentFile // FilePath = Base.rte/Effects/Pyro/Jet.wav // LoopSetting = -1 // Means loop infinitely until stopped // BurstSound = Sound // AddSample = ContentFile // FilePath = Base.rte/Effects/Pyro/JetStart.wav // EndSound = Sound // AddSample = ContentFile // FilePath = Base.rte/Effects/Pyro/JetEnd.wav EmissionEnabled = 1 EmissionsIgnoreThis = 0 // ParticlesPerMinute = 6500 BurstSize = 1 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 500 EmissionDamage = 0 // Flash = Attachable // CopyOf = Muzzle Flash Shotgun FlashOnlyOnBurst = 0 GibImpulseLimit = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 InstanceName = Shell Rocket Launcher 1 LifeTime = 300 Count = 25 Spread = 3.1 MaxVelocity = 5 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Glow InstanceName = Shell Rocket Launcher 2 LifeTime = 200 Count = 5 Spread = 3.1 MaxVelocity = 3 MinVelocity = 1 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Flame Smoke 1 InstanceName = Shell Rocket Launcher 3 LifeTime = 400 Count = 10 Spread = 3.1 MaxVelocity = 8 MinVelocity = 2 LifeVariation = 0.50 AddAmmo = Round PresetName = Round Rocket Launcher ParticleCount = 1 Particle = AEmitter CopyOf = Particle Rocket Launcher Shell = AEmitter CopyOf = Shell Rocket Launcher FireVelocity = 40 ShellVelocity = 5 Separation = 5 /////////////////////////////////////////////////////////////////////////////// // Magazines AddAmmo = Magazine PresetName = Magazine Rocket Launcher Mass = 5 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte\Null.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -5 ParentOffset = Vector X = -7 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 DrawAfterParent = 0 RoundCount = 10 RTTRatio = 0 RegularRound = Round CopyOf = Round Rocket Launcher TracerRound = None /////////////////////////////////////////////////////////////////////////////// // Devices AddDevice = HDFirearm PresetName = RDI Mech Rocket Launcher AddToGroup = Weapons AddToGroup = Raptor Defense Industries Description = RDI Mech RPG. Mass = 10 Buyable = 0 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Actors/Mech/RifleAutoB.bmp FrameCount = 2 SpriteOffset = Vector X = -13 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 60 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -1 Y = 4 DrawAfterParent = 0 StanceOffset = Vector X = 4 Y = 1 SharpStanceOffset = Vector X = 3 Y = 1 SupportOffset = Vector X = 4 Y = -1 SharpLength = 200 Magazine = Magazine CopyOf = Magazine Rocket Launcher Flash = Attachable CopyOf = Muzzle Flash Shotgun FireSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/Cannons/BlamWhoshClick.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 80 ReloadTime = 2800 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 5 SharpShakeRange = 1 NoSupportFactor = 3 ParticleSpreadRange = 3 ShellSpreadRange = 8 ShellAngVelRange = 0 MuzzleOffset = Vector X = 22 Y = 1 EjectionOffset = Vector X = -20 Y = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 9 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Offset = Vector X = 3 Y = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Offset = Vector X = 4 Y = -2 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big C Offset = Vector X = -2 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib M Offset = Vector X = -12 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib N Offset = Vector X = 11.5 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib K Offset = Vector X = 1.5 Y = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib J Offset = Vector X = -3.5 Y = 2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -7.5 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = 2.5 Y = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Micro A Offset = Vector X = 16.5 Y = -2 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = 16.5 Y = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Military Tiny A Offset = Vector X = -11.5 Y = 0 GibWoundLimit = 30 //RONIN HEADS AddEffect = Attachable CopyOf = Ronin Head PresetName = Ronin Head 6 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\HeadC.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -6 AddActor = AHuman CopyOf = RDI Mk.I Mechanized Infantry PresetName = RDI Mk.I Mechanized Infantry AddToGroup = Raptor Defense Industries AddToGroup = Actors Description = Incredible at soaking up bullets. The MK.I Mechanized Infantry has 1 fatal design flaw, since the Ronin Soldier was supposed to fit in the torso, it can be knocked down easily because it was tall and slightly top heavy. Buyable = 1 GoldValue = 300 AimDistance = 35 Head = Attachable CopyOf = Ronin Head 6 ParentOffset = Vector X = 0 Y = -13 Mass = 75 ImpulseDamageThreshold = 7000 GibImpulseLimit = 6500 GibWoundLimit = 600 AddInventory = HDFirearm CopyOf = RDI Mech Assault MG AddInventory = HDFirearm CopyOf = RDI Mech Rocket Launcher ///////////////////////////// ////////// Mk.II //RONIN HEAD TEMPLATE AddEffect = Attachable PresetName = Mech Head Mass = 15 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\HeadD.bmp FrameCount = 1 SpriteOffset = Vector X = -7 Y = -7 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Armoured Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 120 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 5 GibImpulseLimit = 3500 GibWoundLimit = 300 GibSound = Sound CopyOf = Metal Body Blunt Hit AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 15 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddActor = AHuman PresetName = RDI Mk.II Mechanized Infantry AddToGroup = Actors AddToGroup = Raptor Defense Industries Description = Buyable = 0 Mass = 40 Buyable = 0 GoldValue = 100 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\TorsoB.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -2 AngularVel = 0 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 6 Depth = 3 DeepCheck = 0 BodyHitSound = Sound CopyOf = Metal Body Blunt Hit PainSound = Sound CopyOf = Robot Pain DeathSound = Sound CopyOf = Robot Death DeviceSwitchSound = Sound CopyOf = Device Switch Status = 0 Health = 100 ImpulseDamageThreshold = 5000 GibImpulseLimit = 3500 GibWoundLimit = 400 AimAngle = 0 AimDistance = 30 Perceptiveness = 0.9 CharHeight = 100 HolsterOffset = Vector X = -6 Y = -4 Head = Attachable CopyOf = Ronin Head ParentOffset = Vector X = -2 Y = 0 Jetpack = AEmitter CopyOf = Jetpack Heavy ParentOffset = Vector X = -3 Y = 12 DrawAfterParent = 0 JumpTime = 2 // Secs BGArm = Arm CopyOf = Ronin Soldier Arm FG A ParentOffset = Vector X = -2 Y = 5 BGArm = Arm CopyOf = Ronin Soldier Arm BG A ParentOffset = Vector X = 4 Y = 5 FGLeg = Leg CopyOf = Ronin Soldier Leg FG A ParentOffset = Vector X = 1 Y = 12 BGLeg = Leg CopyOf = Ronin Soldier Leg BG A ParentOffset = Vector X = 4 Y = 12 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = Foot BGFootGroup = AtomGroup CopyOf = Foot // StrideSound = Sound // CopyOf = Robot Stride StandLimbPath = LimbPath PresetName = Ronin Soldier Stand Path StartOffset = Vector X = -2 Y = 17 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 StandLimbPathBG = LimbPath CopyOf = Ronin Soldier Stand Path StartOffset = Vector X = 8 Y = 17 WalkLimbPath = LimbPath PresetName = Ronin Soldier Walk Path StartOffset = Vector X = 10 Y = -2 StartSegCount = 3 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = 0 Y = 5 AddSegment = Vector X = -6 Y = 4 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 0 AddSegment = Vector X = -4 Y = 1 AddSegment = Vector X = -3 Y = 1 AddSegment = Vector X = 0 Y = -2 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 8000 CrouchLimbPath = LimbPath PresetName = Ronin Soldier Crouch Path StartOffset = Vector X = 10 Y = 3 StartSegCount = 0 SlowTravelSpeed = 0.1 NormalTravelSpeed = 0.5 FastTravelSpeed = 1.5 PushForce = 8000 CrawlLimbPath = LimbPath PresetName = Ronin Soldier Crawl Path StartOffset = Vector X = -12 Y = -8 StartSegCount = 2 AddSegment = Vector X = 12 Y = 0 AddSegment = Vector X = 8 Y = 2 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.8 FastTravelSpeed = 4.5 PushForce = 8000 ArmCrawlLimbPath = LimbPath PresetName = Ronin Soldier Arm Crawl Path StartOffset = Vector X = -8 Y = -5 StartSegCount = 2 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 4 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 10 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 6000 ClimbLimbPath = LimbPath PresetName = Ronin Soldier Climb Path StartOffset = Vector X = -8 Y = -10 StartSegCount = 6 AddSegment = Vector X = 0 Y = -4 AddSegment = Vector X = 3 Y = -3 AddSegment = Vector X = 8 Y = 0 AddSegment = Vector X = 4 Y = 4 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 14 AddSegment = Vector X = -5 Y = 5 AddSegment = Vector X = -3 Y = 0 SlowTravelSpeed = 1.5 NormalTravelSpeed = 1.5 FastTravelSpeed = 4.5 PushForce = 8000 JumpLimbPath = LimbPath PresetName = Ronin Soldier Jump Path StartOffset = Vector X = 0 Y = 8 StartSegCount = 3 AddSegment = Vector X = 0 Y = -10 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = -8 Y = 14 SlowTravelSpeed = 3 NormalTravelSpeed = 6 FastTravelSpeed = 7 PushForce = 5000 DislodgeLimbPath = LimbPath PresetName = Ronin Soldier Dislodge Path StartOffset = Vector X = 2 Y = -10 StartSegCount = 0 AddSegment = Vector X = 0 Y = 6 SlowTravelSpeed = 1.5 NormalTravelSpeed = 2.5 FastTravelSpeed = 4.5 PushForce = 10000 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 55 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 55 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 75 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 20 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small E Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big G Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Joint Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Glow Explosion Huge Count = 3 Spread = 2.25 MaxVelocity = 0.1 MinVelocity = 0 InheritsVel = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 Count = 15 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Gray InstanceName = Rocket Launcher Fragment Gray LifeTime = 80 Count = 35 Spread = 3.1 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Yellow InstanceName = Rocket Launcher Fragment Yellow LifeTime = 60 Count = 25 Spread = 3.1 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Air Blast Count = 50 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOSRotating CopyOf = Flame Ball 1 Count = 20 Spread = 3.1 MaxVelocity = 6 MinVelocity = 4 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 1 Count = 50 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Count = 40 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Glow Count = 10 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = AEmitter CopyOf = Explosion Trail 1 Count = 10 Spread = 3.1 MaxVelocity = 40 MinVelocity = 20 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Flame Smoke 1 Count = 20 Spread = 3.1 MaxVelocity = 10 MinVelocity = 3 LifeVariation = 0.50 AddEffect = Attachable CopyOf = Mech Head PresetName = Mech Head SpriteFile = ContentFile FilePath = RDI.rte\Actors\Mech\HeadD.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -6 AddActor = AHuman CopyOf = RDI Mk.II Mechanized Infantry PresetName = RDI Mk.II Mechanized Infantry AddToGroup = Raptor Defense Industries AddToGroup = Actors Description = The MK.II Mechanized Infantry fixed the problems of the Mk.I, but at a price. The Mk.II has decreased armor and resiliance and because there was no room for on board weapon systems, the Mk.II uses standard RDI weaponry. It is also equiped with a small but powerful Jump Jet. Buyable = 1 GoldValue = 150 AimDistance = 40 Head = Attachable CopyOf = Mech Head ParentOffset = Vector X = 4 Y = 0 Mass = 60 ImpulseDamageThreshold = 5000 GibImpulseLimit = 4500 GibWoundLimit = 300 AddInventory = HDFirearm CopyOf = RDI Prototype Blaster AddInventory = HDFirearm CopyOf = RDI Grenade Launcher |
Author: | Arcalane [ Tue Jul 30, 2013 9:53 am ] |
Post subject: | Re: No Arms |
You're defining the actor's BGArm twice. Once with the foreground arm, and then replacing it with the background arm immediately after. |
Author: | Galahir950 [ Tue Jul 30, 2013 9:56 am ] |
Post subject: | Re: No Arms |
Arcalane wrote: You're defining the actor's BGArm twice. Once with the foreground arm, and then replacing it with the background arm immediately after. What do you mean? What group are you referring to? |
Author: | Foa [ Tue Jul 30, 2013 10:38 am ] |
Post subject: | Re: No Arms |
Galahir950 wrote: Arcalane wrote: You're defining the actor's BGArm twice. Once with the foreground arm, and then replacing it with the background arm immediately after. What do you mean? What group are you referring to? AddActor = Arm Presetname = ARM \X\ FG .. snip .. AddActor = Arm CopyOf = ARM \X\ FG PresetName = ARM \X\ FG .. Repeat for the BG ARM, the FG and BG Legs, and Feet I don't know what to say, you are making a limb named \limb x\, and then immediately afterwards, making a copy of the limb \limb x\, naming it \limb x\. I don't think the engine takes kindly at all to double entries. It's also very messy code. Anyways, he means this. Code: BGArm = Arm CopyOf = Ronin Soldier Arm FG A ParentOffset = Vector X = -1 Y = 0 BGArm = Arm CopyOf = Ronin Soldier Arm BG A ParentOffset = Vector X = 7 Y = 0 |
Author: | Arcalane [ Tue Jul 30, 2013 10:43 am ] |
Post subject: | Re: No Arms |
Line 2,079; Quote: BGArm = Arm CopyOf = Ronin Soldier Arm FG A ParentOffset = Vector X = -2 Y = 5 BGArm = Arm CopyOf = Ronin Soldier Arm BG A ParentOffset = Vector X = 4 Y = 5 FGLeg = Leg CopyOf = Ronin Soldier Leg FG A ParentOffset = Vector X = 1 Y = 12 BGLeg = Leg CopyOf = Ronin Soldier Leg BG A ParentOffset = Vector X = 4 Y = 12 Ed: Also probably what Foa said. I had issues with my laser sights defaulting to the standard range/colour values until I stuck a PresetName line into them that changed up the name of each emitter/detector particle. On top of that, this file in general is an absolute mess, and I'd strongly recommend that you scrap all this legacy code and start over with fresh files and such. Keep the sounds and sprites and whatever, but... trying to maintain some old scrap code is just going to bring you more headaches in the long run. |
Author: | Galahir950 [ Tue Jul 30, 2013 10:54 am ] |
Post subject: | Re: No Arms |
Thank you, that fixed it. This just proves that I shouldn't work on this at 5 in the morning. Also, that code was a.) from about 3-5 years ago b.) from when I was inexpirenced. |
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